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Main - Development - ROMs that require precise timing New reply


StapleButter
Posted on 03-30-17 07:34 AM (rev. 3 of 07-15-18 12:16 PM) Link | #15
I'm keeping a list here so we know what may break when altering timings, and can test extensively.


* Aging cart (test ROM)

The ARM9 clears memory at the same time as the ARM7 relocates its binary. Get the timing wrong and the ARM7 binary is erased before having been relocated, resulting in the ROM not booting.


* FF3 intro FMV

Cause unknown, but it is timing-sensitive.

actually seems to just require some form of cart read delay


* Golden Sun: Dark Dawn

bad memory timings result in distorted characters


* Rayman DS

bad memory timings result in all sorts of weird effects


* Super Mario 64 DS

very bad timings cause the character to be randomly teleported
also, something is up with the Nintendo screen at the start (takes a lot of CPU, but messing with memory timings changes that)

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Kuribo64

extherian
Posted on 11-30-18 03:07 PM Link | #770
Now that GX timings are finished, how is progress on CPU/memory timings going? DeSmuME can run many of these games properly as long as the JIT block size is no greater than 12, but I have no idea if it's really accurate or not.

StapleButter
Posted on 11-30-18 03:20 PM Link | #773
still brainstorming how to do it without killing performance, but I think I have ideas

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Kuribo64

extherian
Posted on 11-30-18 06:12 PM Link | #775
Might a cached interpreter help? Dolphin and PPSSPP have this option for platforms that don't support dynarecs.


Main - Development - ROMs that require precise timing New reply

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